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[Mod Request] Dungeon Quest with Consequences


Adromaedis

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This Dungeon quest is about a Dungeon that is accessible after player talks to a NPC who will guide player to a cave (a cave that is already in Vanilla Skyrim), then will take player through a secret door (similar to the rock/stone doors when you've acquired a Dragon Word) which leads to a rift.

This rift appears to be pulling energy into it. NPC explains the task, the dangers, and what player has to do to complete the quest.

 

In this Dungeon, there are several levels, each entry (except the first) is guarded by powerful foes (like the difference between a Bandit Leader & his/her minions), there is traps everywhere on every floor (some traps that can spawn enemies), and the constant enemy type is Daedra Soldiers (like the ones that fight you at Mehrunes Dagon's statue).

 

Mission: Go into the Dungeon and seek out Lord Erebus, Daedric Prince of Darkness. Destroy Erebus with the blade handed to you by NPC, then you'll be brought back.

 

This quest however could be replayed indefinitely if player does what the NPC wants.

Do what NPC wants:

- Defeat Erebus with weapon given to player (Killing blow must be used with a certain weapon).

- Player will have to defeat him again a week later, going through same enemies, traps, etc.

- Quest is replayable indefinitely.

 

Ignore what NPC wants:

- Defeat Erebus with any other weapon, spell, etc. and Erebus escapes his prison.

- Daedra enemies now spawn in Skyrim with a small rift (similar to Oblivion Crisis) in each location.

- Dungeon quest is no longer accessible & NPC is killed by Daedra before player returns.

 

Part 2:

Mission: Close all the rifts scattered across Skyrim to stop Erebus' vengeance.

Reward: Dungeon becomes accessible again to be used as a Player Base/Home.

 

- Dungeon is accessible only through a NPC who reveals a cave leading to a rift.

- NPC is a quest giver who will show up in several holds after player has reached Lv30.

- NPC is a Imperial who is an agent of the Vigilant (like the one you meet in Markarth), he is tasked with ensuring a prisoner of the Aedra stays locked in his prison, but the problem is, he's not strong enough to ensure this and needs help.

- Location of Cave & Rift? Up to modder.

- Loot in Dungeon & later rifts? Up to modders.

- Reward for defeating Erebus the proper way: 2k Gold, 5 Grand Soulgems, and a Daedric armor piece.

but rewards will get crappier after more & more "proper" defeats.

- Reward for defeating Erebus improper way: You keep the weapon.

- Reward for closing all rifts in Part 2: Dungeon becomes player base/home. Player can teleport to it using an amulet acquired in last rift.

 

Dungeon after Part 2 completion:

- Has 1 floor.

- 3 Daedric Servants that give ingredients for Alchemy, Smithing, and Enchanting, replenished every two days.

- Several Armor Mannequins.

- Smith, Alchemy, Cooking, and Enchanting spots.

- and a Book that can be activated & give 1 of 3 spells/powers to player: Summon 5 Daedra, Summon 2 Werewolves, or Summon 2 Vampire Lords once per day (Duration: Til dead or dispelled). Using them in public areas is not advised.

 

Would make it myself, but dunno anything about modding. Plus I dunno what would be considered "balanced".

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